@CombatWombat Sorry, I probably wasn't specific enough for a lot of it as I was aware how long my post was getting.
No, I never garrison my MG either, I garrison a squad of Tommies in a trench on the capture point, backed up by my Vickers, with the tommies garrisoned, they must clear the trench in order to cap the point, as long as you watch for grenades as you should be doing anyway, it means you have to reinforce your men less as they take significantly less damage. Sturmpioneers are not a counter to this, sturmpioneers have enormous hit boxes and get cut down by tommies when entrenched even at point blank range providing you are prioritising targets well. If they grenade you, just step out of the trench and then get back in and If they incendiary, you, they can't incendiary your vickers. Congratulations, they played themself.
I do rely on my UC a lot early game, yes, although I never have the problems you stated really. If you are getting fausted you're too close or not microing it properly and if they rush at, congrats, they're down an infantry squad, rush them and it's gg for them. A lot of my strat essentially works off coercing the enemy into having to take certain counters to me so I can predict what I'm facing next. I force them to take early at, and I force them to take tank destroyers rather than tanks, It means you know what to expect and If they don't take that, they don't counter you. I nearly always get a 3 star UC in games often with 20 kills or so. The thing is cheap as hell anyway, even on the off chance I do lose it early, it's cheaper than replacing infantry. It's never useless, only a fool takes axis AT straight off the bat, they need the infantry or tommies will just cut them down, later on if I do face at, I use it to help allies or backstop enemy advances.
I like royal engineers due to the avre mostly, it punishes blobbing as any blobbing idiot should be punished but more importantly, it wipes their veterancy. As Brits you must keep on top of their veterancy or your infantry can't do their job. Especially on Volksgrenadiers.
I agree with you about the centaur if they recon spam, however right now, due to the price decrease I would take the cromwell over it nearly every time if I do need an early tank, like I said I normally prefer to risk fighting an early P4 without a tank, using mines and at guns, in favour of saving for a churchill. Recon plane spam I wouldn't say is a problem early game (i.e.- when you get your first tank) as they lack the CP to use it effectively. Although I would much rather an ally invest 40 fuel in an aa halftrack than me invest 100 in aa. Although if I do I normally just make it a command vehicle anyway as the centaur strafing fire is all you really need it for anywway.
Like I said with the UC, with the churchills: Sure they can build 2 at guns to counter you if they want but they're sacrificing infantry again, you can just waltz into them with infantry or shell them out (although multiple times I've just killed 2 at guns with my churchill anyway because I still insist it is amazing, maybe people are just bad idk) Jagdpanzer is best counter I guess? but when backed up by a 6 pdr it just doesn't have the dps or pen to do any real damage before your 6 pdr forces it to go repair.
I personally prefer to destroy enemy team weapons, other than maybe the MG42, I prefer my men to be able to move otherwise they'll just spam mortars at you and that hurts with team weapons because that's axis 101 right now.
I agree about the 17 pdr, It's difficult to field although I'm not sure It does lose to an elefant? I've never seen that, no elefant sticks around long enough. Thing is, you don't actually need to support it that well, it costs 70 fuel for christ's sake XD it's basically disposable, if every time you build one it kills a panther and dies, it's still profitable for you. Point is, it stops them TD creeping which is extremely dangerous.
I've also been using commando reg recently and yeah commandos are great but it can be risky, they cost a lot to reinforce so if you start bleeding, you bleed hard. I've been using them a lot with 1 piat recently, as 4 stens/3 and a bren is normally good enough, especially late game when the map is covered in craters, you can sneak them all the way round and start assassinating rocket artillery/ low health retreating tanks with them.
P.S.- this convo is a great idea, plugging holes and optimising each others strats etc. |
Going off your signature, I'm going to assume this is for team games. XD
Brits are pretty rare in solos anyway I believe.
To be honest, I've had quite a lot of luck recently with them despite the nerfs. In team games the best thing I think you can do is do what brits do best and try to guarantee your team your point/fuel. I've actually found myself avoiding triple tommy meta in favour of rushing tech for AT and early sappers. Use churchills, they're single greatest battle implement ever devised.
My opening build order for team games atm: MG-UC-T-Tech-RE-AT-Pit-(T if i need more men)
I find this gives me a well rounded start capable of dealing with everything if managed well.
I rush point and get the UC vickers K as soon as possible. Opening with the MG and UC gives you a lot of width early on and craploads of firepower, the vickers can just slay anything that runs at you because of it's dps, before they get there or once they're forced to retreat depending on whether they rush point as well I build a trench on the fuel/cap and garrison it with tommy's, they cannot cap unless they clear the trench which they cannot do early on especially when backed up by Vickers and the UC vickers.
With your men garrisoned on the point basically invulnerable to attack and you slaying all of their men with a vickers and vickers k, you farm a lot of vet very quickly, and they get none, you need to bleed them hard early if possible as it means it will take them longer to respond to you as they waste manpower reinforcing. The vickers k UC can 1v1 most MGs still despite the nerf and rushing sappers I can repair it soon after anyway. My main goal is to get my UC to vet 2 where the vickers K becomes a laser gun and everything in front of it evaporates. Enemy mgs must not be fed otherwise they vet up and the UC is useless due to incendiary rounds. I use the second tommy squad to cap or get my teammates to do it for me.
People normally respond to me in one of 2 ways. They either start building mortars to clear the MG and trench, or build Light vehicles, I normally have a fair amount of manpower floated after that so I can either go mortar pit or AT depending on whether they have rushed a mortar or not but due to float they both arrive about the same time, mortar pit will squash all their team weapons so the only thing that is an immediate issue are infantry blobs flanking me. If I lose my UC I replace it with an AEC if I'm not close to armour.
People normally go centaur or cromwell. My first tank is nearly always a churchill because people are never ready for an infinite HP, infantry slaughtering, medium tank voiding heavy tank at 13 minutes. Spamming mortars? just roll it into them and wipe them all. AT gun in the way? who cares, churchill stronk, churchill no care, wipe that too with the grenade ability and destroy it. On the off chance they snare the churchill? who cares, they literally cannot field anything with enough dps to kill that thing at 13 minutes, I just move my at up to cover it's retreat, the churchill can self smoke if needed or the mortar pit can resmoke afterwards if you do actually need to get it out. Churchill scales better than the others as can quite happily fight off panther, especially when backed up buy the 6 pdr.
I normally play royal engineer reg right now as it means you can get away with less infantry as the avre just deletes theirs and 10 inch incendiary deletes their mortars. Less infantry = moar churchills. Brits are unique in that you can spam heavy tanks, which no one else can do. If you can get artillery superiority with your teammates, a 17 pdr is very useful to counter panther spam or superheavies but ONLY if you can get artillery superiority.
I don't claim to be 'the greatest player' at all, but this does me solid in nearly every game I play and I nearly always have my point for the entire game win or lose.
If you're playing like this, encourage your teammates to play off you, you are the anchor and if they utilise that the rest of your team should be able to take the other point/s giving you the win. I'm not saying refuse to move, support them as best you can but don't compromise yourself or you risk losing all the points.
P.S.- If I find myself floating MP which I can do often because people throw themselves at me like fools. I build all the caches. The only thing I sometimes fall trap to is if people also rush an at gun as that can be RIP UC if you aren't careful. |
@thedarkarmadillo Yeah it isn't much to get your first howitzer as Brits, but it is totally useless without either the second howitzer and airburst or concentration barrage. By the time you have the second howitzer you have payed over twice the price of 2 LefH's for something less good. The only salvation is that you have to pay that if you want to field anything other than infantry all game.
You pay not very much for basically... not very much.
And it costs you a lot of munitions to fire, and unless you are royal artillery it can only fire where you can get infantry sections to, also if you are firing through royal artillery, you STILL need recon to fire it and it costs over twice as much to fire. It doesn't kill anything alone, meanwhile axis (and soviets) pay twice of 'not very much' for a very very potent machine that fires for free AND fire into fog of war AND at vet 1 basically nullifies all mortars and other howitzers. |
Alternatively the Axis (or Soviet player) picks a doctrine builds a howitzer using precious fuel and manpower, delaying armour and/or possibly teching and the enemy never presents a juicy target. Where the brit player would be out quite literally nothing because the howitzer were a perk of teching (and how DARE they not be up to the standards of a doctrinal unit that costs resources) and that whole time they were Or were not firing they have been eating a small amount of manpower in upkeep. The 25lbs are not as flexible because they are not as dynamic they are not a choice that locks anything out they are not a part of your army. This is in part why counter battery was so OP in advanced cancer regiment. They are ALWAYS availible and ALWAYS an option that doesn't impact any other choices. It's on map but don't make the mistake of balancing it like a true on map that costs population and fuel.
The idea would be that you would still pay munitions to fire them, just less because it's kind of extortionate right now. So you would be down munitions, not nothing. They are not a choice that locks anything out true. However they are more or less useless other than politely telling an mg to move, normally without killing it, unless you take royal artillery for concentration barrage. So to say it doesn't impact any other choices and is always available is not really true. It's available, just not useable.
Advanced cancer regiment isn't a thing, we don't talk about advanced cancer regiment because no one who has any self respect and/or skill has used that regiment successfully against anyone with any skill since it got nerfed. LefH's can fire for free and at vet 1 it gives you counter battery which has nearly twice the range of advanced cancer counter battery and is also much more effective since LefH's can gain veterancy.
P.S.- It's 50 fuel, that's really not that much to say 'precious fuel' over. A bargain if you ask me. |
when you build such static gun...you can bet that it will be destroyed per callins arty from any allie player...so no...
What arty call-ins? no arty call-in can be casted through fog of war, if you build the howitzer in your base and have Anti-air, a recon plane will not make it to the howitzer to reveal it. Yes you can expect it to get destroyed eventually because people bust their gut to do so or they lose, it only costs 50 fuel, if you get 20 kills or so with it and have prevented cap for 5-10 minutes the thing has paid for it's self and you can build another one.
That is a bit inaccurate.
"Early warning" is a Recon
"Concentration barrage" is practically an "Off map" for all practical purposes (it is simply delivered from on map indestructible guns). It can be used to destroy an on map artillery piece.
Honestly I wouldn't really count early warning as "recon", it only flares 'some' frontline sectors and is totally random and costs 60 munitions, I use it, but only from desperation due to lack of anything decent. It's next to useless really but it's all you have. The issue is whenever you use concentration barrage, you HAVE to use early warning and hope it flares the right place, essentially making your very average artillery strike cost 160 munitions, 10 inch incendiary on royal engineer regiment costs 140 (and is an awesome call-in) and command vehicles can summon a much better recon ability that basically reveals the entire map for less muni.
Concentration barrage CAN be used to destroy on map artillery, but it nearly always takes 2 uses of it thus costing 200 muni minimum if you don't require recon, otherwise you need to get really lucky with early warning or have a friend with recon. It is however the best way to counter LefH's as Brits imo, it's just nowhere near as good as Major + Time on target as USF or recon and IL2 for soviets. The only other ways I can think of as brits to destroy the gun is commando demo charge or suicide commandos and air supremacy which is reaaaallly expensive. |
you dont play this commander to counter the arty...you play this commander to have easy peasy arty fest and troll the enemy.
not german abuse artillery....the allie faction abuse callins and arty hard.
german faction dont have mobile arty like sexton and priest. they dont have huge rocket attack like LM, katj and caliopes. The have accurate rockets...but you must have vision, the right moment and luck bomb the enemy.
as allie you can easy bomb into the fog of war. you will hit something...
my new abuse troll gun: b4...wtf this thing awefull OP and take out so many tank the last games i play with sov. its unbelievable how easy you get your enemy to destroy his keyboard....
okw build lefhs beacause of arty spam from allies. not more.
Not really an argument to tell me how I play my commanders, concentration barrage is the LefH counter and sextons 100% do not counter LefH as they do not have the range, nor a counter battery function. And LefH's don't really counter mobile artillery because... well... they're mobile.]
German rocket artillery is far more situationally effective if you ask me. Land mattress for a start doesn't really wipe, just kills one man from every squad on the map. And katyusha fires like 3 rockets a go just fires for a long time, They have different uses. Panzerwerfers at short range are just down right cheezey though.
If you're playing 4v4s and you're relying on other players to provide recon and ways to wipe arty, then you only have yourself to blame.
As Ostheer, I will always have Close Air Support commander ready to go, as 90% of the time the rest of your team are not not interested in using commanders to cover capability gaps and instead just want big tanks and powerful infantry. Same with Soviets; the majority of the time in 4s I will use Anti-Infantry Tactics commander so as to have the ability to quickly cover for team-mates who can't handle basic blobbing, as well as to completely invalidate fixed arty play.
How it's possible that the vast majority of 4v4 players (i.e mostly nubs) never learn the utility of abilities like recon, as opposed to just supplementing the strong tanks they have with more tanks, I just don't know.
I am talking about when I play British, That's why I always have royal artillery on the go like you said about close air support, for that reason. You're playing OST, you have the choice of a lot of commanders with easy counters to artillery and recon and for some reason Smoke drop grants recon too. As OST I also have no problem, Also as USF I have no problem, like I said, Major recon and Time on target is GG. As OST I normally use Storm for this I think. Smoke drop and stuka bomb is the easiest win button against ML-20s and some mobile arty. British have no commanders with recon AND an artillery call in. Only an idiot would allow you to get to their base to kill their artillery piece, tank rushes take too long to kill the gun and normally you will get snared and lose the tank which is not a good trade for an LefH, (Infil commandos with demo charges can I suppose but that will normally only work once before they backstop their arty with an mg42. |
not really...if i count all the easy destroyed lefhs in some games...i could easy build 4-5 priest or sexton. static arty are so easy to counter..but mobile not...so its not that expansive if you handle it smart
I would argue the opposite, You can build an LefH or ml20, 2 feet from your base and it's range will cover all relevant areas of the map, any AA at all and you won't get recon through to it to arty it out and good luck getting a tank there to kill the crew, let alone destroy the gun. Whereas with the short range of mobile arty and their inherent vulnerability to tanks, you can easily dive or flank them due to the fact they need to be significantly closer to where they fire from. So many times have I just driven straight in with a panzer 4/panther/puma and killed 2-3 sextons/priests and blitzkrieged out before they can respond. Even if you lose the panzer 4 that's a no brainer trade. I can often deal with one or 2 mobile arty myself, I often need a teammate to help me counter an LefH. |
The sexton already fires a fair few shells tbf, I'd prefer them to make it fire faster, length of barrage isn't THAT useful as people just move before the end and axis don't have that much to emplace anyway, increasing it's fire rate would make it much better against infantry though which is what Brits could really use due to lack of precision rocket artillery (I don't really count the land mattress in that because although useful in itself it doesn't have the bursting down of blobs/squads that the calliope/panzerwerfer/stuka zu fuss have). |
^^^ Agree with most of this,the valentine unfortunately you have to be really careful with buffing, especially damage as otherwise you just have a cromwell for t34 price, which people would abuse. That's why you need 8 CP for it so people can't do that. Perhaps just making the MGs really good? The valentine is already pretty useful as it can pop smoke for infantry against MGs without needing a mortar pit (something everyone SHOULD be doing but nobody does) not to mention the radar which is soooooo good. 80 fuel for an AEC knock off with more utility seems fair though.
The OKW flares are only op because of recharge, the cooldown should start at the end of the ability which it doesn't so you can have flares up constantly. IMO if you can't see the giant ball of fire floating above your stuff and don't immediately assume your stuff is under threat, you deserve to get your stuff destroyed. But meh maybe they are op anyway due to no counter play so...
(FYI you don't need anvil for airburst on conc barrage anymore, although anvil is the only useful choice so you should be taking it anyway)
Even replacing arty overwatch with something like counter battery would be okish as that's still quite good and I'd use it more if it didn't involve going advanced emplacements XD they basically do the same job anyway. I'd prefer a useful artillery barrage though. Railway arty from special weps would be a really nice addition. |
This is like the most realistic game mode of coh. Casualties or deaths (not sure which one) were inflicted by indirect fire the majority of the time. Not sure if it's closer to fifty percent or up to eighty percent, but it's more than half.
Artillery sucks but, i dunno, you've just got to learn to counter it. At the highest levels of the leaderboard, there is a certain meta that people have to play in to. When I had 4s team, we all had one commander we would always go with variation between one other commander for at most two players. It was boring as hell but if you want to win the most games against the best players that's what has to be done.
It's not an issue of learning to counter it, I pointed out the counters earlier, the issue is at the moment it's making the game tedious and repetitive, I am tied to 1 doctrine every game as a result because everyone and their nan's are using artillery right now.
I am kind of in favour of just nerfing it into the floor to make the game mobile and fun like it used to be. Stationary arty will pretty much always be effective against emplacements and buildings, which is it's intended use, regardless of how much you nerf it because they can't move to avoid you. Perhaps making all stationary arty the same as the 25 pdrs used to be where only direct hits deal damage, everyone who has stationary artillery has rocket artillery for anti infantry too so make the rocket artillery anti infantry and the stationary anti emplacement. |